Light styles and shadows aren't implemented yet.
The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
Static lights are yet to come (so the screen is black most of the time),
but dynamic lights work very nicely (and look very good) despite the
falloff being incorrect.
While I could reconstruct the position from the screen coords and depth,
this is easier and good enough for now. Reconstruction is an
optimization thing.
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
This gets the alias model render pass and pipeline passing validation.
I don't know why I didn't add the subpass field to the
VkGraphicsPipelineCreateInfo parser def, though it could be I simply
missed it, or I thought I wouldn't need it at the time.
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
It turns out I had conflated frame buffers with frames and wound up
making a minor mess when separating the number of frames the renderer
could have in flight from the number of swap-chain images. This is the
first step towards correcting that mistake.
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
It's not quite as expected, but that may be due to one of msaa, the 0-15
range in the palette not being all the way to white, the color gradients
being not quite linear (haven't checked yet) or some combination of the
above. However, it's that what should be yellow is more green. At least
the zombies are no longer white and the ogres don't look like they're
wearing skeleton suits.
Doesn't seem to make much difference performance-wise, but speed does
seem to be fill-rate limited due to the 8x msaa. Still, it does mean
fewer bindings to worry about.
I don't really know why (I need to do some research), but this fixes the
lockups when accessing the matrices UBO. It has made a mess of my
carefully designed uniform binding layout, so I hope I can get bound
descriptor sets working the way I want, but I really need to progress on
the rest of the project.
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.
Copying data from the wrong buffer was the cause of the corrupted brush
model vertices, and then lots of little errors (mostly forgetting to
multiply by bpp) for textures.
There's still a problem with the vertex data itself not getting sent to
the GPU properly, but vulkan is now happy with my tiny test map (which
required disabling skies entirely until I get null textures working).
This is more correct as the environment (X11 etc) might provide more
swapchain images than we want: 3 frames in flight is generally
considered a good balance between saturating the hardware and latency.
The console background is missing, and scaled vs unscaled (currently
always scaled) 2d, but otherwise everything seems to work. Lots of
places to clean up, though.
First pixels! This was a nightmare of little issues that the validation
layers couldn't help with: incorrect input assembly, incorrect vertex
attribute specs. Though the layers did help with getting the queues
working. Still, lots of work to go but this is a major breakthrough as
I now have access to visual debugging for textures and the like.
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
I had forgotten that msaa samples was governed by the driver (as a max)
and the renderpass setup code simply took the max. Thus why 1 vs 8
caused the display to render incorrectly.
Nothing is actually done yet other than parsing the built-in property
list to property list items (the actual parser is just a skeleton), but
everything compiles